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Managing obesity through mobile phone applications: a state-of-the-art review from a user-centred design perspective

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Abstract

Evidence has shown that the trend of increasing obesity rates has continued in the last decade. Mobile phone applications, benefiting from their ubiquity, have been increasingly used to address this issue. In order to increase the applications’ acceptance and success, a design and development process that focuses on users, such as user-centred design, is necessary. This paper reviews reported studies that concern the design and development of mobile phone applications to prevent obesity, and analyses them from a user-centred design perspective. Based on the review results, strengths and weaknesses of the existing studies were identified. Identified strengths included: evidence of the inclusion of multidisciplinary skills and perspectives; user involvement in studies; and the adoption of iterative design practices. Weaknesses included the lack of specificity in the selection of end-users and inconsistent evaluation protocols. The review was concluded by outlining issues and research areas that need to be addressed in the future, including: greater understanding of the effectiveness of sharing data between peers, privacy, and guidelines for designing for behavioural change through mobile phone applications.

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Correspondence to Setia Hermawati.

Appendices

Appendix 1: A brief overview of mobile phones applications that were included in the review

  

Underlying design concept

Targeted users

Role

Aim

Description of application

1.

Activity monitor [20, 21]

Self-awareness

Not explicitly specified

Tracking

Increasing physical activity

A context-aware mobile application that is based on recognition of movement and location capable to enable estimation and evaluation of the user’s activity all day long

2.

ActiveShare [22, 23]

Self-awareness and social goal setting

Individual with sedentary life style

Enforcing social influence

Increasing physical activities

Users share goals by proposing physical activity challenges to others. Accepted physical activity challenge becomes new goal, and recorded physical activities are shared among users

3.

Arteaga et al. [2426]

Theory of planned behaviour, theory of meaning behaviour and personality theory

Teenagers

Entertainment

Increasing physical activity

Users’ personalities are identified and used to determine set of games relevant to their personalities. Motivational agent provides encouragement and positive reinforcement. User recorded manually the duration spent to play game

4.

BALANCE [2729]

Not indicated

Not explicitly specified

Tracking

Monitoring lifestyle

Users are provided with real-time feedback of their caloric intake/expenditure balance throughout the day by capturing their caloric intake through manual entries of food diaries and caloric expenditure through automatic detection of physical activity

5.

Chick clique [20, 31]

Goal setting, self-monitoring, positive reinforcement and social support

Teenage girls

Enforcing social influence

Increasing physical activity

Providing a group support system to promote walking towards a self-established daily step goals. Users entered step counts and shared them within the group with text message notification of step updates. Users can send motivating text messages to all or individual members of the group

6.

Android games [32, 33]

Not indicated

Adolescents

Entertainment

Increasing physical activity

A suite of three different game applications to promote physical activities utilising accelerometer

7.

DiaTrace [34, 35]

Not indicated

Children and adolescent obesity and overweight

Tracking

Automatic recording of food and physical activity

Users’ physical activities are recorded automatically through motion sensors. Users recorded their food intake by taking photos of each meat at the beginning which are later analysed manually by nutritionist

8.

Dietary data recording system [3638]

Not indicated

Not explicitly specified

Tracking

Automatic recording of food intake

Users are able to automatically calculate and log the caloric content of over nine thousand types of food, through the use a laser grid and a camera equipped mobile phone. Users are allowed to view an up-to-date summary of their daily eating habits

9.

DietCam [39]

Not indicated

Not explicitly specified

Tracking

Automatic recording of food intake

Users take three images or a short video of the meal (prior and after the meal). Images/videos are then used to recognise, classify and estimate the volume and calorie content of the meal

10.

DiTS [40]

Not indicated

Children with obesity

Entertainment

Increasing physical activity

A mobile phone version of the popular arcade game on dancing. Users worn 3-axis accelerometers that are worn around the players’ ankles which record their legs movement with mobile phones to control the game and to display graphics

11.

ExerTrek [41]

Not indicated

Not explicitly specified

Tracking

Optimising physical activity’s benefit

An exercise monitor on the mobile phone that will help an individual achieve a certain goal that users want from doing exercise. Once the goals and personal information are set for the individuals, it advises users to achieve the maximal benefits of their exercise without going beyond their own limits

12.

Fitness adventure [42, 43]

Not indicated

Not explicitly specified

Entertainment

Increasing outdoor physical activity

An application platform to support physical outdoor exercise. It utilises location information and a mobile phone acts as a terminal device for the game

13.

Fitness tour [44]

Not indicated

School children and college students

Entertainment

To increase physical activity

Users are assigned an exercise tour, containing several locations, and shared their achievement through social media. Users’ verification are required at each location. Users’ heart beat were recorded at the start and end of the tour through a mobile phone’s camera

14.

FoodLog [45, 46]

Not indicated

Not explicitly specified

Tracking

Automatic recording of food intake

Users take photos of their food intake which are then analysed to estimate the nutritional composition of the meals. The food images and their calorie content are stored in a database and accessible to users who can also revise the calorie information

15.

Food fight [47]

Not indicated

Adult

Entertainment

Education in nutrition and healthy eating

Introducing competition between users through comparisons of their diets and the rating of their diet

16.

Health Defender [48, 49]

Persuasive design

Not explicitly specified

Entertainment

Increasing physical activity

Users are required to make certain physical movement while wearing accelerometer as the primary game mechanic

17.

HealthAware [50]

Not indicated

Not explicitly specified

Tracking

Monitoring lifestyle

Users monitor daily physical activity through embedded accelerometer and analyse food item by capturing food image with camera. Users are presented with activity counts at real time

18.

Houston [51, 52]

Persuasive design

Individuals with obesity

Enforcing social influence

Increasing physical activity

Users are encouraged to perform physical activity by sharing step count with friends

19.

HyperFit [53]

Not indicated

Individuals with overweight issue

Tracking

Mimic personal nutrition counselling

Users are provided with self-evaluation tools for testing and goal definition, food and exercise diaries, analysis tools, and feedback and encouragement given by a virtual trainer

20.

iFitQuest [54, 55]

Not indicated

Adolescents

Entertainment

To increase physical activity

Users’ real world physical movement is used to control their virtual character, interact with Non-Player Character, visit landmarks and collect game items

21.

Impact [56]

Self-awareness

People with sedentary life style

Tracking

Monitoring physical activities

Users can capture number of steps, manually input the context of activities and review them on a web

22.

Into [57]

Not indicated

Not explicitly specified

Tracking

To increase physical activity

The number of steps of a user, automatically recorded by in-built pedometer in a phone, is used to “proceed” (travel virtually) on a map. A use can play as an individual or a member of team

23.

KnowME [58]

Not indicated

Overweight youth

Tracking

Monitoring physical activities

Users’ biometric signals of users are monitored and visualising users’ level of physical activity and sedentary behaviour

24.

LocoSnake [59]

Not indicated

Not explicitly specified

Entertainment

To increase physical activity

A player embodies the snake and walks in the physical world to control it and get points

25.

Luften [60]

Not indicated

Children with obesity or overweight issues

Entertainment

Increasing physical activity

Players are encouraged to move between the different zones through defined routes as their objectives of the game

26.

MashUps [61, 62]

Not indicated

Not explicitly specified

Tracking

Monitoring lifestyle

Users are provided with a mobile service that collects data from a variety of health and well-being sensors and presented significant correlations across sensors in a mobile widget as well as on a mobile web application

27.

Mobile snack [63]

Social cognitive theory, health belief model, elaboration likelihood model, transportation theory and the precaution adoption process model

Low socioeconomic status families

Tracking

Monitoring food intake

Users are provided with features to input and monitor snacking behaviour and receive feedback on snack healthiness

28.

Monster and Gold [64]

Not indicated

People with sedentary life style

Entertainment

Trains and motivate users to jog outdoors

Users are provided with a context-aware and user-adaptive game which takes into account their heart rate, age, fitness level, and exercise phase

29.

MOPET [65, 66]

Not indicated

Not explicitly specified

Advisory

Trains and motivate users to jog and perform exercise outdoors

User’s positions during physical activity in an outdoor fitness trail are monitored to provide navigation assistance by using a fitness trail map and giving speech directions. An embodied virtual trainer shows how to correctly perform the exercises along the trail with 3D animations

30.

Motivate [67, 68]

Persuasive design

Not explicitly specified

Advisory

Physical activity recommendation

Provides users with and contextualized advice on possible physical activities to do

31.

Move2PlayKids [69]

Goal setting, Self-awareness

Children aged 10–18

Tracking

To increase physical activity

Users’ number of steps is obtained and their activities are inferred through GPS

32.

mPED [70, 71]

Not indicated

Sedentary women

Tracking

Increasing physical activity

The mobile phone serves as a means of delivering the physical activity intervention, setting individualized weekly physical activity goals, and providing self-monitoring (activity diary), immediate feedback and social support. The mobile phone also functions as a tool for communication and real-time data capture

33.

NEAT-o-games [7274]

Not indicated

Not explicitly specified

Entertainment

Increasing physical activity

Users physical activity are monitored and their level of activities control the animation of their avatars in a virtual race game with other players over the cellular network. Winners are declared every day and players with an excess of activity points are given rewards

34.

OrderUp [75, 76]

Transtheoretical model

African American adults in the South-eastern US

Entertainment

Educate nutrition and healthy eating

Users learn how to make healthier meal choices by ordering healthy menu in the game

35.

[77, 78]

Not indicated

Not explicitly specified

Tracking

Self-monitoring system

Providing a self-monitoring and expert guidance system on physical activities and calorie intakes

36.

PmEB [79, 80]

Self-awareness

Overweight and obese adults

Tracking

Weight management

Users track their caloric balance by recording food intake and physical activity on their mobile phones. Daily reminder messages are also sent via SMS messages to encourage compliance

37.

Run, tradie, run [81]

Persuasive design

Not explicitly specified

Entertainment

To increase physical activity

A player can purchase the in-game commodities using points that are earned by performing real physical activity

38.

SapoFit [82, 83]

Not indicated

Not explicitly specified

Enforcing social influence

Dietetic monitoring and assessment

Users keep daily Personal Health Record (PHR) of their food intake and daily exercise, and to share them with a social network.

39.

Shakra [84, 85]

Transtheoretical model and Social Cognitive Theory

Adult

Enforcing social influence

Increasing physical activity

Users physical activities are tracked through the fluctuation signal strength of their mobile phone and the results are shared with their peer

40.

SpyFeet [86, 87]

Not indicated

Adolescent girls

Entertainment

To increase physical activity

Promoting physical fitness through addiction to an ongoing and compelling episodic interactive story whose progression is tied to exercise activities

41.

Sportix [88, 89]

Not indicated

Not explicitly specified

Entertainment

Increasing physical activity

Users are encouraged to perform physical activity by solving quests and performing sports

42.

StepUp [90]

Not indicated

UAE population

Tracking

Increasing physical activity

It provides sensor-enabled mobile phones to automatically infer the number of steps the user walked and give the user a quantitative measure of his or her daily activities

43.

Technology assisted dietary intake [9193]

Not indicated

Not explicitly specified

Tracking

Automatic recording of food intake

Users take mages of the meal which are then used to recognise, classify and estimate the volume and calorie content of the meal

44.

Time to eat [94, 95]

Persuasive design

Children

Entertainment

To motivate healthy eating practice

Users learn about healthy eating by sending photos of the food they consumed to their virtual pet

45.

Triple beat [96]

Persuasive design

Runners

Entertainment

To optimise physical activity

assists runners in achieving predefined exercise goals via musical feedback and two persuasive techniques: a glanceable interface for increased personal awareness and a virtual competition

46.

UbiFit [97101]

Goal-setting, Transtheoretical Model of Behaviour Change

Not explicitly specified

Tracking

To increase physical activity

Users can journal and review their physical activities and are shown abstract glanceable display of their physical activities each week on their phone’s background screen

47.

Weight management mentor [102, 103]

Not indicated

Individuals engaged in a weight lost program (meal replacement)

Tracking

Monitoring food intake and weight data

A user is proactively prompted and reminded to interact with the application & initiate health and self-monitoring related tasks

48.

Walk2Build [104]

Social participation

Not explicitly specified

Entertainment

To increase physical activity

Recorded GPS data and distance travelled are converted into steps and submitted to a server to create a city which can then be shared with other users

49.

Wellness diary [105108]

CBT-based self-management

Not explicitly specified

Tracking

Monitoring lifestyle

Users can journal and review their lifestyle (weight, level of exercise, food intake, etc.)

50.

WiFi treasure hunt [109]

Not indicated

School children and college students

Entertainment

To increase physical activity

A user is assigned with a random running tour consisting 10 locations with tree of the selected locations will have “hidden treasures”

51.

Wockets [110]

Not indicated

Not explicitly specified

Tracking

Monitoring physical activities

Capturing raw motion data to discriminate between activity types or to more accurately estimate energy expenditure

52.

World of workout [111]

Not indicated

College students and gamers

Entertainment

To increase physical activity

A user levels up by working towards their goals and completing quests by achieving required number of steps

Appendix 2: A detailed review of mobile phone applications from UCD perspective

  

Final outcome of studies

UCD key principles

Understanding of users, tasks and environment

User involvement throughout design and development

Design was driven and refined by user-centred evaluation

Iterative design process

Addressing the whole user experience

Inclusion of multidisciplinary skills and perspective

1.

Activity monitor [20, 21]

Fully functioning prototype

Not indicated

Not indicated

Not indicated

Not indicated

Not indicated

Yes

2.

ActiveShare [22, 23]

Limited functioning prototype

User interviews with limited number of users (despite broad definition of users) for concept development

Users were involved in design concept refinement and evaluation of prototype. Methods adopted were low-fidelity prototyping, video prototyping, interviews and focus group

Yes

Yes

Yes

Yes

3.

Arteaga et al. [2426]

Fully functioning prototype

Survey and focus group were performed for targeted end-users

Users were involved in concept development and evaluation of prototype

Not indicated

Not indicated

Yes

Yes

4.

BALANCE [2729]

Fully functioning prototype

Not indicated

Users were involved to validate automatic recognition of physical activities as well as design refinement for food diary (focus groups)

Yes

Yes

Not applicable

Yes

5.

Chick clique [20, 31]

Fully functioning prototype

Informal interviews with dietitian; followed by exploratory field interviews and ethnography with targeted end-user

Users were involved in design concept refinement and evaluation of prototype. Methods adopted were low- and high-fidelity prototyping, interviews and questionnaires

Yes

Yes

Yes

Yes

6.

Android games [32, 33]

Fully functioning prototype

Scenarios were used to explore context of use but no users were involved

Plan to involve user to evaluate high-fidelity prototype

Not indicated

Not indicated

Not applicable

Not indicated

7.

DiaTrace [34, 35]

Fully functioning prototype

Not indicated

Users were only involved to validate automatic recognition of physical activities

Not indicated

Not indicated

Not indicated

Not indicated

8.

Dietary data recording system [3638]

Fully functioning prototype

Not indicated

Not indicated

Not indicated

Not indicated

Not indicated

Not indicated

9.

DietCam [39]

Fully functioning prototype

Not indicated

Not indicated

Not indicated

Not indicated

Not indicated

Not indicated

10.

DiTS [40]

Fully functioning prototype

Not indicated

Users were involved in the evaluation of high-fidelity prototype

Not indicated

Not indicated

Yes

Yes

11.

ExerTrek [41]

Fully functioning prototype

Not indicated

Users were only involved in the evaluation of prototype

Not indicated

Not indicated

Not indicated

Yes

12.

Fitness adventure [42, 43]

Fully functioning prototype

Extensive user studies were performed for concept development

Users were involved in design concept refinement and evaluation of prototype. Methods adopted were low- and high-fidelity prototyping, focus groups interviews and questionnaires

Yes

Yes

Yes

Yes

13.

Fitness tour [44]

Fully functioning prototype

Not indicated

Users are planned to be involved in the evaluation of the application

Not indicated

Not indicated

Not indicated

Not indicated

14.

FoodLog [45, 46]

Fully functioning prototype

Not indicated

Not indicated

Not indicated

Not indicated

Not indicated

Not indicated

15.

Food fight [47]

Fully functioning prototype

Interviews were conducted with targeted end-users and stakeholders

Users were involved in design concept refinement and evaluation of prototype. Methods adopted were low- and high-fidelity prototyping and interviews

Yes

Yes

Yes

Yes

16.

Health defender [48, 49]

Fully functioning prototype

Not indicated

Users were involved in the evaluation of early prototype

Yes

Yes

Yes

Yes

17.

HealthAware [50]

Fully functioning prototype

Not indicated

Users were involved to validate automatic recognition of physical activities and a really limited user interface evaluation.

Not indicated

Not indicated

Not indicated

Not indicated

18.

Houston [51, 52]

Fully functioning prototype

Not indicated

Users were involved to validate functions of the prototype

Not indicated

Not indicated

Yes

Yes

19.

HyperFit [53]

Fully functioning prototype

Consumer survey and interviews with stakeholders

Users and stakeholders were involved in design concept refinement and evaluation of prototype

Yes

Yes

Yes

Yes

20.

iFitQuest [54, 55]

Fully functioning prototype

End-users and expert interview were performed

Users were involved in concept development and evaluation of prototype

Yes

Yes

Yes

Yes

21.

Impact [56]

Fully functioning prototype

End-users studies were performed to establish system features

Users were involved in concept development and evaluation of prototype

Yes

Yes

Yes

Yes

22.

Into [57]

Fully functioning prototype

End-users studies were performed to refine the concept and design aspects

Users were involved in concept development and evaluation of prototype

Yes

Yes

Yes

Yes

23.

KnowME [58]

Fully functioning prototype

Not indicated

Users were only involved to validate energy expenditure capturing

Not indicated

Not indicated

Not indicated

Not indicated

24.

LocoSnake [59]

Fully functioning prototype

Not indicated

Users were involved in the evaluation of prototype

Not indicated

Not indicated

Yes

Not indicated

25.

Luften [60]

Limited functioning prototype

Not indicated

Not indicated

Not indicated

Not indicated

Not indicated

Not indicated

26.

MashUps [61, 62]

Fully functioning prototype

Not indicated

Users were involved in the evaluation of early prototype

Yes

Yes

Yes

Yes

27.

Mobile Snack [63]

Fully functioning prototype

Not indicated

Multiple cognitive walkthroughs were used for design concept refinement. Users were only involved in the evaluation of prototype through questionnaire

Yes

Yes

Yes

Yes

28.

Monster and Gold [64]

Fully functioning prototype

Not indicated

Users were involved in the evaluation of high-fidelity prototype

Yes

Yes

Yes

Yes

29.

MOPET [65, 66]

Fully functioning prototype

Not indicated

Users were involved in the evaluation of high-fidelity prototype

Yes

Yes

Not indicated

Yes

30.

Motivate [67, 68]

Fully functioning prototype

Not indicated

Users were only involved in the evaluation of high-fidelity prototype

Not indicated

Not indicated

Not indicated

Yes

31.

Move2PlayKids [69]

Limited functioning prototype

Not indicated

Users were involved in the evaluation of a limited functioning prototype

Not indicated

Not indicated

Not indicated

Yes

32.

mPED [70, 71]

Fully functioning prototype

Not indicated

Users were only involved in the evaluation of high-fidelity prototype

Not indicated

Not indicated

Yes

Yes

33.

NEAT-o-Games [7274]

Fully functioning prototype

Not indicated

Users were only involved in the evaluation of high-fidelity prototype

Not indicated

Not indicated

Yes

Yes

34.

OrderUp [75, 76]

Fully functioning prototype

Not indicated

Users were only involved in the evaluation of high-fidelity prototype

Not indicated

Yes

Yes

Yes

35.

[77, 78]

Fully functioning prototype

Not indicated

Users were only involved in the evaluation of high-fidelity prototype

Not indicated

Not indicated

Not indicated

Yes

36.

PmEB [79, 80]

Fully functioning prototype

Scenarios were used to explore context of use but no users were involved

Users were only involved in the evaluation of high-fidelity prototype

Yes

Yes

Yes

Yes

37.

Run, tradie, run [81]

Fully functioning prototype

End-users studies were performed to refine the concept and design aspects

Users were involved in concept development and will be included in the evaluation of prototype

Yes

Yes

Yes

Yes

38.

SapoFit [82, 83]

Fully functioning prototype

Not indicated

Users were only involved in the evaluation of high-fidelity prototype

Not indicated

Not indicated

Yes

Yes

39.

Shakra [84, 85]

Fully functioning prototype

Not indicated

Users were only involved in the evaluation of high-fidelity prototype

Not indicated

Not indicated

Yes

Yes

40.

Sportix [86, 87]

Fully functioning prototype

Not indicated

Not indicated

Not indicated

Not indicated

Not indicated

Not indicated

41.

Spy feet [88, 89]

Limited functioning prototype

Evaluation pilot on the concept of SpyFeet

Users were involved in the refinement of the SpyFeet concept

Yes

Yes

Yes

Yes

42.

StepUp [90]

Fully functioning prototype

Not indicated

Users were only involved to validate accuracy of the system

Not indicated

Not indicated

Not indicated

Not indicated

43.

Technology assisted dietary intake [9193]

Fully functioning prototype

Not indicated

Users were only involved in the evaluation of high-fidelity prototype

Not indicated

Yes

Yes

Yes

44.

Time to eat [94, 95]

Fully functioning prototype

Relevant stakeholders were consulted but no direct users involvement

Users were involved in the evaluation of prototype

Yes

Yes

Yes

Yes

45.

Triple beat [96]

Fully functioning prototype

Not indicated

Users were involved in the evaluation of prototype

Not indicated

Not indicated

Yes

Yes

46.

UbiFit [97101]

Fully functioning prototype

Survey to potential users were performed

Users were involved in concept development and evaluation of prototype

Yes

Yes

Yes

Yes

47.

Walk2Build [102]

Limited functioning prototype

Not indicated

Users will be involved in the evaluation of a fully functioning prototype

Not indicated

Not indicated

Not indicated

Yes

48.

Weight management mentor [103, 104]

Fully functioning prototype

Not indicated

Users were involved in the evaluation of prototype

Not indicated

Not indicated

Not indicated

Not indicated

49.

Wellness Diary [105108]

Fully functioning prototype

Not indicated

Users were involved in concept development and evaluation of prototype

Yes

Yes

Yes

Yes

50.

WiFi treasure hunt [109]

Fully functioning prototype

Not indicated

Users are planned to be involved in the evaluation of the application

Not indicated

Not indicated

Not indicated

Not indicated

51.

Wockets [110]

Fully functioning prototype

Participatory design with potential users were performed

Users were involved in concept development

Yes

Yes

Not applicable

Yes

52.

World of workout [111]

Limited functioning prototype

Not indicated

Users were involved in the refinement of the World of Workout concept

Yes

Yes

Yes

Yes

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Hermawati, S., Lawson, G. Managing obesity through mobile phone applications: a state-of-the-art review from a user-centred design perspective. Pers Ubiquit Comput 18, 2003–2023 (2014). https://doi.org/10.1007/s00779-014-0757-4

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